/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineHighResSetting.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMoviePipelineHighResSetting : public [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting)
bool
bAllocateHistoryPerTile
If true, allocate a unique history for each tile.
bool
bOverrideSubSurfaceScattering
Sub Surface Scattering relies on history which is not available when using tiling.
int32
BurleySampleCount
How many samples should the Burley Sub Surface Scattering use?
float
OverlapRatio
How much should each tile overlap each other (0-0.5).
float
TextureSharpnessBias
This bias encourages the engine to use a higher detail texture when it would normally use a lower detail texture due to the size of the texture on screen.
int32
TileCount
How many tiles should the resulting movie render be broken into? A tile should be no larger than the maximum texture resolution supported by your graphics card (likely 16k), so NumTiles should be ceil(Width/MaxTextureSize).